Day 2 progress: camera and map classes are complete. Scrapped a bunch of useless/ugly tiles. Designed more of the player sprites. Got a working map to render. Tomorrow: player class and keyboard inputs and maybe states (intro screen, credits, etc).

I was tempted to join, but I've never been able to finish anything due to time constraints over family so I decided I wouldn't waste everyone's time this year.

"Can't a man even talk to himself without being interrupted?" -Krull(1983)"Through vengence I was born. Through war I was trained. Through love I was found. Through death I was released. Through release I was given a purpose." -- Specter Phoenix"Programming == AWESOME the rest is just tools to accomplish it."END OF LINE

Get your New Avatar Pack here(updated Avatars.cpp and Avatars.hpp for better error checking , and included Gully's cat avatar).

Use : Call PopulateAvatars and if it succeeds, you can call GetAvatar with whatever avatar you want. Valid sizes are 160, 64, and 32. Black and white only works with 32. Valid indices are from 0 to 11, in member order. Read Avatars.cpp:avatar_names to see who is who.

Protip. If you're using an atlas, allocate an area 12*(size + 2) by size + 2 on your atlas, create a sub bitmap of it, and then call CreateAvatarAtlas on the sub bitmap and CreateAvatars on that same bitmap. Then call GetAvatar as usual. It will use the sub bitmap of your main atlas to draw the avatars on, and then create sub bitmaps of each avatar on it as well.

I need some kind of theme or genre or basic clues as to what to go on.

If everyone could post 3 things that they would like to see in their game, that would be immensely helpful. (Oh, and things like monitor resolutions would be good - right now I'm working for 1024x768 as that is widely supported and emulated.)

So here is the plan. I figure I won't have enough time to do a completely new game from scratch. So what I'm doing instead is taking an old competition entry from way back, and giving it an upgrade, new balancing, and extra polish. And a completely new theme. With the relaxed krampushack rules, I think that this should be ok. I'll replace most of the graphics so I'm hoping that it's going to be different enough to keep the secret safe.

So far I've programmed about 6-7 hours. I'll have to do day job and other llife stuff during the week, but I figure I should be able to spare another 10 hours or so before the deadline.

If everyone could post 3 things that they would like to see in their game, that would be immensely helpful.

Didn't we do this in the last thread? I mentioned cheesecake and dogs, but here goes again:1. Cheesecake (a very tasty dessert)2. Dogs (man's best friend--sorry cat lovers)3. Some good ol' fashioned pixels!

Oh, and my resolution is 1600x900, but 1024x768 works. Also, not sure who got me (I don't want to know until after Christmas), but whomever it is... you don't have to implement all my "wishlist" ideas.

I'm using my old collection of useful functions, but somehow collision detection seemed off in my game. I generally only add simple functions to that collection and when I'm 100% sure it's bug free - so I was trying all kinds of things for an hour in my current game code before I double checked the function I was using from that collection. And was shocked to find this:

if dx + dx + dy * dy < radius * radius:

I don't understand how I never noticed earlier. I need to add unit tests to each single of my functions in that collection. After Krampushack.

The post I made was about copy constructor, std::copy(); error I was getting and then went into good programming practices.

"Can't a man even talk to himself without being interrupted?" -Krull(1983)"Through vengence I was born. Through war I was trained. Through love I was found. Through death I was released. Through release I was given a purpose." -- Specter Phoenix"Programming == AWESOME the rest is just tools to accomplish it."END OF LINE

I couldn't understand why my icons weren't rendering in the correct position until I realized I wasn't drawing them at their actual location, only centering them on the same space.

Those are fun bugs. When you know what you're doing ahead of time, intend to wire something together, but don't. It compiles, it runs, but it doesn't work. How can it possibly not work, it's so simple?! Cue hours lost chasing gremlins because your assumptions are bad.

Got past that snag I mentioned earlier. But I couldn't figure out why my camera wasn't following its target left or right... Turned out the target's getX() method was returning its y axis the whole time.